mirror of
https://github.com/yuzu-emu/yuzu-android
synced 2024-12-26 18:31:21 -08:00
gl_state: Drop uniform buffer state tracking
This commit is contained in:
parent
59c665b28e
commit
ea4928393f
@ -84,7 +84,6 @@ OpenGLState::OpenGLState() {
|
|||||||
draw.draw_framebuffer = 0;
|
draw.draw_framebuffer = 0;
|
||||||
draw.vertex_array = 0;
|
draw.vertex_array = 0;
|
||||||
draw.vertex_buffer = 0;
|
draw.vertex_buffer = 0;
|
||||||
draw.uniform_buffer = 0;
|
|
||||||
draw.shader_program = 0;
|
draw.shader_program = 0;
|
||||||
draw.program_pipeline = 0;
|
draw.program_pipeline = 0;
|
||||||
|
|
||||||
@ -544,10 +543,6 @@ void OpenGLState::ApplyDepthClamp() const {
|
|||||||
void OpenGLState::Apply() const {
|
void OpenGLState::Apply() const {
|
||||||
ApplyFramebufferState();
|
ApplyFramebufferState();
|
||||||
ApplyVertexBufferState();
|
ApplyVertexBufferState();
|
||||||
// Uniform buffer
|
|
||||||
if (draw.uniform_buffer != cur_state.draw.uniform_buffer) {
|
|
||||||
glBindBuffer(GL_UNIFORM_BUFFER, draw.uniform_buffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Shader program
|
// Shader program
|
||||||
if (draw.shader_program != cur_state.draw.shader_program) {
|
if (draw.shader_program != cur_state.draw.shader_program) {
|
||||||
@ -642,9 +637,6 @@ OpenGLState& OpenGLState::ResetBuffer(GLuint handle) {
|
|||||||
if (draw.vertex_buffer == handle) {
|
if (draw.vertex_buffer == handle) {
|
||||||
draw.vertex_buffer = 0;
|
draw.vertex_buffer = 0;
|
||||||
}
|
}
|
||||||
if (draw.uniform_buffer == handle) {
|
|
||||||
draw.uniform_buffer = 0;
|
|
||||||
}
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -155,7 +155,6 @@ public:
|
|||||||
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
|
GLuint draw_framebuffer; // GL_DRAW_FRAMEBUFFER_BINDING
|
||||||
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
|
GLuint vertex_array; // GL_VERTEX_ARRAY_BINDING
|
||||||
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
|
GLuint vertex_buffer; // GL_ARRAY_BUFFER_BINDING
|
||||||
GLuint uniform_buffer; // GL_UNIFORM_BUFFER_BINDING
|
|
||||||
GLuint shader_program; // GL_CURRENT_PROGRAM
|
GLuint shader_program; // GL_CURRENT_PROGRAM
|
||||||
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
|
GLuint program_pipeline; // GL_PROGRAM_PIPELINE_BINDING
|
||||||
} draw;
|
} draw;
|
||||||
|
@ -248,7 +248,6 @@ void RendererOpenGL::InitOpenGLObjects() {
|
|||||||
|
|
||||||
state.draw.vertex_array = vertex_array.handle;
|
state.draw.vertex_array = vertex_array.handle;
|
||||||
state.draw.vertex_buffer = vertex_buffer.handle;
|
state.draw.vertex_buffer = vertex_buffer.handle;
|
||||||
state.draw.uniform_buffer = 0;
|
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
// Attach vertex data to VAO
|
// Attach vertex data to VAO
|
||||||
|
Loading…
Reference in New Issue
Block a user